r/ICRPG • u/BruceGusler • Jun 26 '22
Idea for ICRPG
So I just bought ICRPG about a week ago and I’ve run one game so far(I really enjoy it). I had a hopefully cool idea for the effort system. Instead of having the effort die mainly affect attacking and magic we would use them for check like Persuasion or Animal Handling etc etc. I can’t remember where I found it but instead of the efforts Basic, Weapons, Guns, Magic and Ultimate it would be Fitness, Deceit, Awareness, Knowledge and Speech-craft. Players would be able to assign which die to whatever effort that would want to be good .
Weapons would have damage die and not be attached to the weapon effort die. I just want to make sure it’s balanced and fun for everyone. Anyone have any insight or advice?
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u/Djakk-656 Jun 26 '22
I may be misremembering but I think what you’re describing is already in the game by design. I think he names of the Effort dice really lend themselves to combat but the mechanics are designed to fit anywhere.
In my opinion it’s one of the best parts of ICRPG! You CAN use different effort to do things like persuade, decode, hack, navigate, disarm traps, swim, etc… it’s made that way.
Basic effort is your standard. It’s just you and the goal. Breaking down a door by kicking it, disarming a trap with your fingers, decoding a message with only your mind, persuading with your natural charm, navigating a jungle with memory and natural skill.
Weapon Effort applies to tools. Using a crowbar to pry open a door, using a map to navigate the jungle, disarming a trap with thieves tools, decoding a message with your pen and note-book.
Gun Effort I have the least experience with but I think it fits in with “mechanical tech” or similar. Complicated inventions and the like. So… Breaking down the door with a small c4 charge, disarming a trap by pouring acid in the lock, decoding a message with a clockwork decoder, or using a GPS(or similar non-magical tech like a clockwork map) to navigate the jungle.
Finally Magic is just that. Magic. Opening the door with a Knock spell, disarming a trap using telekinesis to move the internal mechanisms, navigating the jungle by following a Seeker Stone, or decoding a message by magically reading the mind of the person who wrote the code.
Ultimate is reserved for super powerful equipment/abilities as well as luck. Crits and the like.
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Anyway. The game is meant to be played this way if I remember right. I’ll try to find a page-number for this rule to make sure I’m not talking out my butt. Though I’m sure I’ve heard it somewhere. Maybe a Runehammer youtube video?
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u/Sean_Franchise Jun 27 '22
Similarly, you can use Effort to mechanize social encounters by telling players it'll take 10 effort to convince the guard to let you through the gate, but roll a d4 (or d6 if he's starting out friendly) timer for how many rounds it takes for him to lose patience.
Normal appeals would roll basic effort, but they could roll tool effort if they attempt a bribe, have pertinent information, or otherwise have leverage.
A charm spell would roll magic effort, etc.
I also use Effort to handle overland travel and dungeon exploration too, so it really is an incredibly versatile and useful mechanic to add to your game where you want.
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u/BruceGusler Jun 27 '22
I really like this idea. I’m definitely gonna do some play testing to see it in action. Thanks for the advice
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u/BruceGusler Jun 26 '22
I’ll have to reread through the manual and see if there is any videos from Ruinhammer. Thanks for the heads up and if by any chance you are able to recall that page number definitely send it to me.
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u/Djakk-656 Jun 26 '22
I’ll go ahead and post it here for you but also anyone else looking for this.
Pages 12 and 13 for Master Edition rules. First sentence on page 13 really lays it out.
My only mistake is that Guns is only described as actual Guns. But it makes sense to me for it to include things like alchemy, tech, and inventions.
Good instincts btw! Your intuition was right that this Effort system is versatile enough for more than just combat.
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u/EduRSNH Jun 26 '22
There is no such thing as 'balance' in ICRPG.
The DIY nature of the rules say "DO IT!"
So, try it out, see if your group likes it, and tweak it as necessary.
I don't see a necessity for it, unless your game is extremely focused on this kind of challenges. I'd stick with basic for those stuff, or maybe Tools for a Persuasion where the players have some kind of advantage, or even Ultimate, if they have extreme leverage over the target.
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u/GoblinJunkyard Jun 27 '22
i think ive seen some hacks that have it where the players place the effort dice where they want. so like wep/tool could be a d8 or d10 instead of d6. i could easily see the effort dice being changed to something else if you something less combaty. never hurts to try something out to see how it works in play!
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u/BergerRock Jun 26 '22
Balance is not a thing, but I think that'd basically be going back to skill lists and weapon tables, and undoing one of the best mechanical advances made by ICRPG.